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Ancient Tomb card art
Live Play Data

Ancient Tomb

Land · Ultimate Masters (UMA)
8%
Live Inclusion
Times Brought
1165
Decks Running
603
Median Cast Turn
3
Drawn → Played
79%
Format

79% of drawn Ancient Tombs are played before the game ends, and 88% of those copies stay on the battlefield, making it one of the stickiest lands tracked on Playgroup Live.

Ancient Tomb is in 8% of multiplayer Commander decks tracked on Playgroup Live, appearing in 603 of 7698 distinct decks that have played a tracked game. That figure reflects a colorless land with a real cost attached: 2 life per activation keeps it out of life-total-sensitive strategies.

When a copy does reach a player's hand, 79% of those copies are played before the game concludes. Median first play lands on turn 3, with a strong cluster in turns 1 and 2, consistent with Ancient Tomb being fetched or kept in opening hands to power out early threats. 88% stickiness confirms that once it hits the table, opponents rarely bother to remove a land.

The commander distribution is spread across 327 unique players, with no single contributor exceeding 4% of tracked instances. That spread gives the dataset reasonable breadth for a card at this inclusion rate. Ancient Tomb is legal in Commander and is banned in Duel Commander, where the accelerated mana it provides is considered too warping in a 20-life, 1-versus-1 context.

At a glance
  • 8% of tracked multiplayer Commander decks include Ancient Tomb
  • T3 median turn Ancient Tomb first enters the battlefield
  • 79% of drawn copies are played before the game ends
  • 88% battlefield stickiness once Ancient Tomb resolves
  • 327 unique players have brought Ancient Tomb to a tracked game
  • 1165 total instances brought to tracked games

First-cast turn

n=243
19%
T1
18%
T2
15%
T3
15%
T4
10%
T5
20%
T6-9
3%
T10+
Median 3 P25 2 · P75 5 · max 17
Cast same turn as drawn 52%

The "good card" funnel

1165 brought · 327 players
Brought to game
1165
Ever drawn
309
Reached battlefield
243
Still on board at game end
214
79%

Of 1165 Ancient Tombs brought to tracked games, 309 were drawn, 243 of those were played, and nearly nine in ten of those copies remained on the battlefield at game's end.

≥ +2.5pp

Players who cast this card win 32% of the time (n=239) , vs 24% when it never left the library (n=773).

When players drew this card but left it in hand, they won 42% (n=65) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.

Observed gap +8.4pp; 95% confidence interval +2.5pp to +14.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

345 instances
2.6%
Library
62.0%
Battlefield
14.5%
Graveyard
7.0%
Exile

The vast majority of Ancient Tombs end the game on the battlefield rather than in the library, reflecting how often it appears in opening hands and how rarely opponents remove lands.

Commanders that played this card

in tracked games

The commander list spans all five colors and multiple archetypes, confirming that Ancient Tomb's colorless identity makes it a cross-archetype include rather than a staple of any single strategy.

Frequently Asked

How often is Ancient Tomb drawn in a Commander game?
Across 803 tracked multiplayer games where Ancient Tomb was in the deck, it was drawn 27% of the time. That rate is typical for a singleton in a 100-card deck. Of 309 instances that reached a player's hand, 79% were played before the game ended.
What turn does Ancient Tomb usually hit the battlefield?
Median first-play turn is 3. The distribution has a notable early cluster: many copies come down on turns 1 and 2, consistent with opening-hand keeps designed to accelerate into a powerful play. The same-turn play rate is 52%, meaning roughly half of all drawn copies are played the same turn they are drawn.
Is Ancient Tomb banned anywhere relevant to Commander players?
Ancient Tomb is banned in Duel Commander, the 1-versus-1 variant played at 20 life. In that format, the combination of halved starting life and free two-mana acceleration is considered too warping. It is fully legal and unrestricted in regular multiplayer Commander, as well as Legacy, Vintage, and Timeless.
Does casting Ancient Tomb actually improve your win rate?
The data here is directional rather than conclusive. In 239 participations where Ancient Tomb reached the battlefield, the normalized win rate was 32%, compared to 24% across 773 participations where it stayed in the library. The gap is modest and the confidence interval spans zero on this sample size, so treat it as an early signal rather than a proven effect.
Why does Ancient Tomb see play across so many different commander decks?
Ancient Tomb has no color identity, so it slots into any Commander deck regardless of color. The two colorless mana it produces on turn 1 is among the most efficient mana acceleration available in the format, comparable to Sol Ring. The 2-life payment is a real cost in longer games, which is why it appears more often in combo and high-power strategies that win quickly rather than in grindy or life-gain-dependent builds.
How concentrated is the Ancient Tomb data among players?
The multiplayer dataset spans 327 unique players who have brought Ancient Tomb to a tracked game, and the single heaviest contributor accounts for 4% of all instances. That spread is healthy for a card at this inclusion rate and reduces the risk that the numbers are distorted by one or two prolific players.